Game program, game device, and game method

ABSTRACT

In a game that is implemented by the present game program, the contact position of a command means on a monitor will be identified when a player places the command means in contact with the monitor. Then, the contact position will be moved in an expected pass display area with the command means. When this occurs, the moved contact position will be identified as a final contact position from the point in time at which the contact position was identified, to the point in time at which a thrown ball character has arrived at the expected pass position. Then, the positional relationship between the final contact position and the pass position of the ball character that will pass through the expected pass display area will be identified.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of InternationalApplication No. PCT/JP2005/016629 filed on Sep. 5, 2005. The entiredisclosure of International Patent Application No. PCT/JP2005/016629 ishereby incorporated herein by reference.

This application claims priority to Japan Patent Application No.2004-273569. The entire disclosure of Japan Patent Application No.2004-273569 is hereby incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game program, and in particular to agame program for causing a computer to implement a game that displays amoving object on a touch panel type of monitor. In addition, the presentinvention relates to a game device and a game method that is implementedby this game program.

2. Background Information

Various video games have been proposed in the past. Various video gamesnow allow one to issue various commands to a character displayed on amonitor by operating an input unit that is separate from a game unit,e.g., various input buttons on a controller, or by operating variousinput buttons that are integrally provided on the game unit. Forexample, a standard game device has a monitor, a game unit that isseparate from the monitor, and a controller that is separate from thegame unit. A plurality of input buttons are arranged on the controller.In addition, a portable game device has a game unit, a liquid crystalmonitor arranged in the approximate central portion of the game unit,and a plurality of input buttons that are arranged on both sides of theliquid crystal monitor. With this type of game device, various commandscan be issued to a character displayed on the monitor by operating atleast one of the plurality of input buttons.

Thus, one known video game in which commands to a character areperformed from input buttons includes a competitive video game, e.g., abaseball game, in which athlete characters are displayed on a monitorand a competition takes place. When a player operates a hitter characterin this baseball game, the ball thrown from the pitcher character willbe displayed on the monitor in the position at which it will arrive athome base, i.e., the expected pass position of the ball. The expectedpass position of the ball will move on the monitor in response tochanges in the trajectory of the ball thrown from the pitcher character.At this point, the player will view the moving expected pass position,while continuously operating directional command buttons so that a ballcontact cursor on the bat will match the expected pass position. Then,when the player presses the enter button, the batter character willinitiate a bat swing. Then, if the expected pass position of the ballmatches the ball contact cursor on the bat within a predetermined range,the batter character can strike the ball with the bat.

In a conventional baseball game, a player can operate a batter characterby operating input buttons comprising directional command buttons, anenter button, and the like. However, when a player commands a battercharacter to hit the ball, the player must continuously operate theinput buttons, such as the direction command buttons and the enterbutton, in the short period of time from when the pitcher characterreleases the ball to when the ball arrives at the expected passposition. Because of this, the input operations when issuing commands tothe batter character become complicated, and thus the player mayerroneously operate the input buttons.

In order to solve this type of problem, the adoption of an input methodhas been considered in which the input operation is performed in a shortperiod of time. One method that has been considered for making the inputoperation executable in a short period of time is a method in whichcommands are issued to the batter character displayed on the monitor byemploying a touch panel type of monitor, and using a command means suchas a touch pen, a finger, or the like instead of input buttons. In thiscase, by directly contacting the expected pass position of the ball withthe command means, the ball contact cursor of the bat can be set to theexpected pass position of the ball, and the ball can be hit by thebatter character. In other words, with a single operation in which thecommand means is contacted with the expected pass position, the ballcontact cursor can be set, and the ball can be instantly hit by thebatter character. This means that a player that operates the battercharacter can easily cause the batter character to hit the ball bysufficiently ascertaining the movement of the expected pass position ofthe ball. Because of this, the pleasure of operating the battercharacter by a player may be lost.

In view of the above, it will be apparent to those skilled in the artfrom this disclosure that there exists a need to allow a player toeasily execute commands to a character, and prevent the loss of pleasurea player feels when operating a character. This invention addresses thisneed in the art as well as other needs, which will become apparent tothose skilled in the art from this disclosure.

SUMMARY OF THE INVENTION

A game program according to a first aspect of the present invention is aprogram for implementing the following functions on a computer capableof implementing a game in which a moving object is displayed on a touchpanel type of monitor.

(1) A pass area setting function that sets an expected pass display areaof a moving object in a predetermined position between a dispatchposition of the moving object and an arrival position of the movingobject.

(2) A pass position setting function that sets an expected pass positionof the moving object in the expected pass display area.

(3) A first trajectory setting function that sets the trajectory of themoving object that passes through the expected pass display area to apredetermined trajectory.

(4) A contact position identification function that identifies a contactposition of contact means on a monitor when the contact means is placedin contact with the monitor.

(5) A contact position movement function that will make the contactposition moveable in the expected pass display area by means of thecommand means.

(6) A final contact position identification function that identifies thecontact position as a final contact position between a point in time inwhich the contact position was identified to a point in time at whichthe moving object arrived at the expected pass position.

(7) A positional relationship identification function that identifiesthe positional relationship between a pass position of the moving objectthat will pass through the expected pass display area and the finalcontact position.

(8) A second trajectory setting function that sets the trajectory of themoving object after the moving object has arrived at the expected passposition to a predetermined trajectory or a trajectory that differs fromthe predetermined trajectory.

With the game implemented by this program, the expected pass displayarea of the moving object will be set in a predetermined positionbetween the dispatch position of the moving object and the arrivalposition of the moving object with the pass area setting function. Withthe pass position setting function, the expected pass position of themoving object will be set in the expected pass display area. With thefirst trajectory setting function, the trajectory of the moving objectthat passes through the expected pass display area will be set to apredetermined trajectory. With the contact position identificationfunction, the contact position of the command means on a monitor will beidentified when the command means is placed in contact with the monitor.With the contact position movement function, the contact position willbe made moveable in the expected pass display area by means of thecommand means. With the final contact position identification function,the contact position will be identified as the final contact positionbetween a point in time in which the contact position was identified toa point in time at which the moving object arrived at the expected passposition. With the positional relationship identification function, thepositional relationship between the pass position of the moving objectthat will pass through the expected pass display area and the finalcontact position will be identified. With the second trajectory settingfunction, the trajectory of the moving object after the moving objecthas arrived at the expected pass position will be set to a predeterminedtrajectory or a trajectory that differs from the predeterminedtrajectory.

With this program, the contact position of the command means on amonitor will be identified when a player places the command means incontact with the monitor. Then, the contact position that is movable bythe command means in the expected pass display area will be identifiedas the final contact position, during the time period from when thecontact position was identified to when the moving object arrived at theexpected pass position. Then, the positional relationship between thepass position of the moving object that will pass through the expectedpass display area and the final contact position will be identified.

For example, in a baseball game, when the command means is contactedwith the expected pass position of a ball, the contact position of thecommand means can be identified, and a bat swing can be initiated. Then,the final contact position can be identified, and the position of theball contact cursor can be set, from the point in time at which thecontact position was identified until the point in time at which theball arrived at the expected pass position. Thus, because the initiationof a bat swing and the setting of the ball contact cursor can becommanded with the command means, a player can easily issue commands toa character. In addition, by making it possible to command a battercharacter in two steps to initiate a bat swing and set the ball contactcursor, a player must take the time lag between the point at which thebatter begins to swing the bat to the point at which the ball is hitinto consideration, while setting the ball contact cursor, i.e., settingthe position at which the batter will hit the ball. In this way, aplayer can take the time lag during the swing into consideration whileexperiencing the pleasure of setting the position at which the ball willbe hit.

A game program according to a second aspect of the present invention isthe game program of the first aspect, in which the final contactposition identification function includes a contact position movementdetermination function and a monitor separation determination function.

The contact position movement determination function will determinewhether or not the contact position has moved. With the contact movementdetermination function, if it has been determined that the contactmovement has moved, the contact position after movement will beidentified as a first contact position. Then, if it is determined thatthe contact position has not moved, the contact position identified bythe contact position identification function will be identified as asecond contact position.

The monitor separation determination function will determine whether ornot the command means has been separated from the monitor. With themonitor separation determination function, if it is determined that thecommand means has been separated from the monitor, the first contactposition or the second contact position will be identified as the finalcontact position at the point at which the command means is separatedfrom the monitor. With the monitor separation determination function, ifit is determined that the command means has not been separated from themonitor, the first contact position or the second contact position willbe identified as the final contact position when the moving object hasarrived at the expected pass position.

Here, identification of the first contact position or the second contactposition will be performed with the contact position movementdetermination function, and the first contact position or the secondcontact position will be identified as the final contact position withthe monitor separation determination function. For example, in abaseball game, identification of the moved position of the ball contactcursor or the unmoved position of the ball contact cursor, i.e., theinitial position, will be performed with the contact position movementdetermination function. Then, the moved position of the ball contactcursor or the initial position of the ball contact cursor will beidentified as the final set position of the ball contact cursor. Here,identification of the moved position of the ball contact cursor and theinitial position of the ball contact cursor will be performed inresponse to the contact position of the command means, andidentification of the final set position of the ball contact cursor willbe performed in response to the contact state of the command means.Thus, the setting of the ball contact cursor can be performed from thecommand means.

A game program according to a third aspect of the present invention isthe game program according to the first or second aspects, in which thepositional relationship identification function includes a gapidentification function. With the gap identification function, it willbe determined whether or not a gap between the pass position of themoving object that passes through the expected pass display area, andthe final contact position, is within a predetermined range. With thegap identification function, if it is determined that a gap between thepass position of the moving object that passes through the expected passdisplay area and the final contact position is within a predeterminedrange, the trajectory of the moving object after the moving object hasarrived at the expected pass position will be set to a trajectory thatdiffers from the predetermined trajectory with the second trajectorysetting function. With the gap identification function, if it isdetermined that a gap between the pass position of the moving objectthat passes through the expected pass display area and the final contactposition is not within a predetermined range, the trajectory of themoving object after the moving object has arrived at the expected passposition will be set to a predetermined trajectory with the secondtrajectory setting function.

Here, the trajectory of the moving object after the moving object hasarrived at the expected pass position will be set to a predeterminedtrajectory or a trajectory that differs from the predeterminedtrajectory, depending upon whether or not the gap between the passposition of the moving object that passes through the expected passdisplay area and the final contact position is within a predeterminedrange.

For example, in a baseball game, it will be determined whether or not abatter character can hit the ball character, depending upon whether ornot the gap between the expected pass position of the ball character andthe final set position of the ball contact cursor is within a distancein which the ball can be contacted with the bat. In other words, if thegap between the expected pass position of the ball character and thefinal set position of the ball contact cursor is within a distance inwhich the ball can be contacted with the bat, then a batter charactercan hit the ball. In contrast, if the gap between the expected passposition of the ball character and the final set position of the ballcontact cursor is not within a distance in which the ball can becontacted with the bat, then a batter character cannot hit the ball, andthe ball character will be caught by the catcher character. Thus, itwill be determined whether or not a batter character can hit the ball,depending upon the relationship between the position of the ball contactcursor set by the command means and the expected pass position.

A game program according to a fourth aspect of the present invention isthe game program according to the first or second aspects, in which thepositional relationship identification function includes a gapidentification function. With the gap identification function, it willbe determined whether or not a gap between the pass position of themoving object that passes through the expected pass display area, andthe final contact position, is within a predetermined range. Inaddition, the second trajectory setting function further includes afunction that will set the trajectory of the ball character after theball character has arrived at the expected pass position to apredetermined trajectory or a trajectory that is different than apredetermined trajectory, in response to the time from the point atwhich the contact position is identified.

With the gap identification function, if it is determined that a gapbetween the pass position of the moving object that passes through theexpected pass display area and the final contact position is within apredetermined range, the trajectory of the moving object after themoving object has arrived at the expected pass position will be set to atrajectory that differs from the predetermined trajectory with thesecond trajectory setting function when the moving object has arrived atthe expected pass position within a predetermined time period after thecontact position was identified. Then, when the moving object hasarrived at the expected pass position outside the predetermined timeperiod after the contact position has been identified, the trajectory ofthe moving object after the moving object has arrived at the expectedpass position will be set to the predetermined trajectory with thesecond trajectory setting function. In contrast, if it is determinedwith the gap identification function that a gap between the passposition of the moving object that passes through the expected passdisplay area and the final contact position is not within apredetermined range, the trajectory of the moving object after themoving object has arrived at the expected pass position will be set to apredetermined trajectory with the second trajectory setting function.

Here, the trajectory of the moving object after the moving object hasarrived at the expected pass position will be set to a predeterminedtrajectory or a trajectory that differs from the predeterminedtrajectory, depending upon whether or not the gap between the passposition of the moving object that passes through the expected passdisplay area and the final contact position is within a predeterminedrange. In particular, when a gap between the pass position of the movingobject that passes through the expected pass display area and the finalcontact position is within a predetermined range, the trajectory of themoving object after the moving object has arrived at the expected passposition will be set to a trajectory that differs from the predeterminedtrajectory or the predetermined trajectory, depending upon whether ornot the moving object has arrived at the expected pass position within apredetermined time period after the contact position was identified.

For example, in a baseball game, when the gap between the expected passposition of the ball character and the final set position of the ballcontact cursor is within a distance in which the ball can be contacted,and the ball has arrived at the expected pass position within a timeperiod in which the ball can be contacted after the batter has initiateda bat swing, the batter character can hit the ball. In addition, even ifthe gap between the expected pass position of the ball character and thefinal set position of the ball contact cursor is within a distance inwhich the ball can be contacted, when the ball has arrived at theexpected pass position outside a time period in which the ball can becontacted after the batter has initiated a bat swing, the battercharacter cannot hit the ball. In other words, if the gap between theexpected pass position of the ball character and the final set positionof the ball contact cursor is outside a distance in which the ball canbe contacted with the bat, then the batter character cannot hit theball. Thus, it will be determined whether or not a batter character canhit the ball, depending upon the relationship between the position ofthe ball contact cursor set by the command means and the expected passposition. In addition, it will be determined whether or not the battercharacter can hit the ball within the time period in which the ball canbe contacted, depending upon the timing at which the command means isplaced into contact with the monitor.

A game program according to a fifth aspect of the present invention isthe game program according to the fourth aspect, in which thepredetermined time period is set to be from the point in time at whichthe contact position is identified to the point in time at which apredetermined amount of time has elapsed. For example, in a baseballgame, the predetermined time period, e.g., the time period in which theball can be contacted, is set to be from the point in time at which thecontact position is identified, i.e., the point in time at which thecommand means has been placed in contact with the monitor, to the pointin time at which a predetermined amount of time has elapsed. In thisway, if the timing at which the command means is placed in contact withthe monitor is too quick, or if the timing at which the command means isplaced in contact with the monitor is too slow, the batter charactercannot hit the ball.

A game program according to a sixth aspect of the present invention isthe game program disclosed in the fourth aspect, in which thepredetermined time period is set to be after the point in time at whichthe contact position is identified. For example, in a baseball game, thepredetermined time period, e.g., the time period in which the ball canbe contacted, is set to be after the point in time at which the contactposition is identified, i.e., the point in time at which the commandmeans has been placed in contact with the monitor. In this way, if thetiming at which the command means is placed in contact with the monitoris too quick, the batter character cannot hit the ball.

A game device according to a seventh aspect of the present invention isa game device that can implement a game in which a moving object isdisplayed on a touch panel type of monitor. The game unit comprises passarea setting means, pass position setting means, first trajectorysetting means, contact position identification means, contact positionmovement means, final contact position identification means, positionrelationship differentiation means, and second trajectory setting means.With the pass area setting means, the expected pass display area of amoving object will be set in a predetermined position between a dispatchposition of the moving object and an arrival position of the movingobject. With the pass position setting means, the expected pass positionof the moving object will be set in the expected pass display area. Withthe first trajectory setting means, the trajectory of the moving objectthat passes through the expected pass display area will be set to apredetermined trajectory. With the contact position identificationmeans, the contact position of the command means on a monitor will beidentified when the command means is placed in contact with the monitor.With the contact position movement means, the contact position will bemade moveable in the expected pass display area by means of the commandmeans. With the final contact position identification means, the contactposition will be identified as the final contact position between apoint in time in which the contact position was identified to a point intime at which the moving object arrived at the expected pass position.With the positional relationship identification means, the positionalrelationship between the pass position of the moving object that willpass through the expected pass display area and the final contactposition will be identified. With the second trajectory setting means,the trajectory of the moving object after the moving object has arrivedat the expected pass position will be set to a predetermined trajectoryor a trajectory that differs from the predetermined trajectory.

A game method according to an eighth aspect of the present invention isa game method that can implement a game in which a moving object isdisplayed on a touch panel type of monitor. The game method comprises apass area setting step, a pass position setting step, a first trajectorysetting step, a contact position identification step, a contact positionmovement step, a final contact position identification step, a positionrelationship differentiation step, and a second trajectory setting step.With the pass area setting step, an expected pass display area of amoving object will be set in a predetermined position between a dispatchposition of the moving object and an arrival position of the movingobject. With the pass position setting step, the expected pass positionof the moving object will be set in the expected pass display area. Withthe first trajectory setting step, the trajectory of the moving objectthat passes through the expected pass display area will be set to apredetermined trajectory. With the contact position identification step,the contact position of the command means on a monitor will beidentified when the command means is placed in contact with the monitor.With the contact position movement step, the contact position will bemade moveable in the expected pass display area by means of the commandmeans. With the final contact position identification step, the contactposition will be identified as the final contact position between apoint in time in which the contact position was identified to a point intime at which the moving object arrived at the expected pass position.With the positional relationship identification step, the positionalrelationship between the pass position of the moving object that willpass through the expected pass display area and the final contactposition will be identified. With the second trajectory setting step,the trajectory of the moving object after the moving object has arrivedat the expected pass position will be set to a predetermined trajectoryor a trajectory that differs from the predetermined trajectory.

These and other objects, features, aspects and advantages of the presentinvention will become apparent to those skilled in the art from thefollowing detailed description, which, taken in conjunction with theannexed drawings, discloses a preferred embodiment of the presentinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

Referring now to the attached drawings which form a part of thisoriginal disclosure:

FIG. 1 is an external view of a portable game unit (an example of acomputer) that can use a game program according to the presentinvention.

FIG. 2 is an example of a control block diagram of the portable gameunit.

FIG. 3 is an example of a function block diagram of the portable gameunit.

FIG. 4 is an explanation of the batting system in a baseball game.

FIG. 5 is an explanation of the time lag in the batting system.

FIG. 6 is a flow chart that explains the batting system in a baseballgame.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Selected embodiments of the present invention will now be explained withreference to the drawings. It will be apparent to those skilled in theart from this disclosure that the following descriptions of theembodiments of the present invention are provided for illustration onlyand not for the purpose of limiting the invention as defined by theappended claims and their equivalents.

Construction of the Game Device

FIG. 1 is an external view of a portable game unit (an example of acomputer) that can use a game program according to the presentinvention. In addition, FIG. 2 is one example of a control block diagramof the portable game unit.

As shown in FIG. 1, the portable game unit 1 primarily has a main case2, a liquid crystal monitor unit 3, an input unit 4, a cartridgemounting unit 5, and a communication unit (not shown in the drawings).The main case 2 has an upper case 2 a and a lower case 2 b. The uppercase 2 a and the lower case 2 b are connected to each other such thatthey can be opened and closed. The liquid crystal monitor unit 3comprises an upper liquid crystal monitor 3 a provided in the upper case2 a, and a lower liquid crystal monitor 3 b provided in the lower case 2b. Here, for example, the upper liquid crystal monitor 3 a is anon-touch panel type monitor, and the lower liquid crystal monitor 3 bis a touch panel type monitor. The non-touch panel type monitor iscomprised of a liquid crystal panel, and the touch panel type monitor iscomprised of a liquid crystal panel and a touch panel. On the touchpanel type monitor, the display surface of the liquid crystal panel andthe data input surface of the touch panel are laminated together so asto be integral with each other. The input unit 4 comprises across-shaped directional command button 4 a that is arranged on thecentral portion of the left side of the lower case 2 b, a select button4 b and a start button 4 c arranged from left to right on the upperportion of the left side of the lower case 2 b, command buttons 4 d thatare arranged in the central portion of the right side of the lower case2 b, a power button 4 e that is arranged on the upper portion of theright side of the lower case 2 b, and an L button 4 f and a R button 4 garranged on the left and right corners of the lower case 2 b. Thecartridge mounting unit 5 is provided in the lower portion of the lowercase 2 b. A game cartridge or the like can be mounted in the cartridgemounting unit 5. The communication unit is built into the main case 2,e.g., the lower case 2 a. A local wireless network function, internetconnection via wireless LAN function, or the like are provided by thecommunication unit. Note that a sound volume adjustment button, anearphone jack, and the like are provided in the game unit 1, but anexplanation of these will be omitted.

As shown in FIG. 2, the portable game unit 1 has a control device 10 inthe interior thereof. A CPU (Central Processing Unit) 11 which uses amicroprocessor, a ROM (Read Only Memory) 12 as a main storage device, aRAM (Random Access Memory) 13, an image processing circuit 14, a soundprocessing circuit 15, and a communication control circuit 20 of thecontrol device 10 are connected to each other via a bus 16.

The CPU 11 will interpret instructions from a game program, and willperform various types of data processing and control. The ROM 12 willstore programs and the like needed for basic control of the game unit 1(e.g., start-up control). The RAM 13 will maintain a working area forthe CPU 11. The image processing circuit 14 controls the liquid crystalmonitor unit 3 in response to rendering commands from the CPU 11, anddisplays predetermined images on at least one of the upper liquidcrystal monitor 3 a and the lower liquid crystal monitor 3 b. Inaddition, a touch input detection circuit 14 a is included in the imageprocessing circuit 14. When a command means, e.g., a touch pen, afinger, or the like is brought into direct contact with the touch panel,coordinate date of the contact position will be supplied from the touchinput detection circuit 14 a to the CPU 11, and the contact positionwill be identified by the CPU 11. In addition, when the command means isbrought into direct contact with the touch panel at the position of atarget object displayed on the liquid crystal panel, coordinate data ofthe target object will be supplied from the touch input detectioncircuit 14 a to the CPU 11, and the target object will be identified bythe CPU. The sound processing circuit 15 will produce analog audiosignals in response to sound generation commands from the CPU 11, andwill output the same to a speaker 22. The communication control circuit20 is included in the communication unit, and is employed in order towirelessly connect the game unit 1 to another game unit or the like. Thecommunication control circuit 20 is connected to the CPU 11 via the bus16. In response to instructions from the CPU 11, the communicationcontrol circuit 20 will control and dispatch connection signals forconnecting the game unit 1 to the internet via a local wireless networkor a wireless LAN.

An external storage device 17 that is separate from the control device11 is connected to the bus 16. For example, the external storage device17 is a game cartridge that is removably mounted in the main case 2,e.g., the lower case 2 b. A ROM 18 as a storage medium, and a memory 19as a rewriteable user memory, are provided in the interior of theexternal storage device 17. A game program that causes the game unit 1to function as a computer, and various types of data needed in theexecution of the game program, are stored in advance in the ROM 18. Thevarious types of data include various types of character image data,e.g., various types of panel image data, attribute image data, and thelike. Rewriteable memory such as flash memory is used in the memory 19.Saved game data or the like will be stored in the memory 19 in responseto need. Note that the storage medium of the external storage device 17is not limited to a semiconductor memory element, and various othertypes of storage media may be used, such as a magnetic storage medium,an optical storage medium, a magneto-optical storage medium, or thelike. Note also that an interface circuit is interposed between the bus16 and each element, but illustration of these will be omitted here.

With the game unit 1 constructed as described above, a player can playvarious game genres on the liquid crystal monitor unit 3 by loading agame program stored in the ROM 18 of the external storage device 17, andexecuting the loaded game program with the CPU 11. In addition, byconnecting the game unit 1 with another game unit with a wirelessnetwork, or connecting the game unit 1 with another game unit via acommunication cable or the like, data can be exchanged with another gameunit or a competition type game can be played via the communicationcontrol circuit 10.

Summary of Various Types of Processes in the Game Device

A game that can be executed in the present game unit 1 is, for example,a baseball game. FIG. 3 is a function block diagram for explaining thefunctions that play an essential role in the present invention.

A moving object, e.g., a ball character, is displayed on the touch paneltype monitor of the game unit 1. The game unit 1 comprises pass areasetting means 50, pass position setting means 51, first trajectorysetting means 52, contact position identification means 53, contactposition movement means 54, final contact position identification means55, positional relationship identification means 56, and secondtrajectory setting means 57.

The pass area setting means 50 is implemented by a function that setsthe expected pass display area, e.g., the hitting plane, of a ballcharacter in a predetermined position between the dispatch position ofthe ball character and the arrival position of the ball character. Withthe pass area setting means 50, the coordinate data of the predeterminedposition between the dispatch position of the ball character and thearrival position of the ball character, e.g., the position coordinatedata of home base, will be calculated by the CPU 11 based upon thecoordinate data of the dispatch position of the ball character and thecoordinate data of the arrival position of the ball character. Then,based upon the position coordinate data of home base, the expected passdisplay area, e.g., the hitting plane, will be set above home base bythe CPU 11. Here, the hitting plane is the virtual plane where a battercharacter will hit a ball character with a bat character. A strike zone75 for the batter is set in the hitting plane by the CPU 11. Note thatthe coordinate data of the dispatch position of the ball character shownhere is the position coordinate data of the pitcher character, and thecoordinate data of the arrival position of the ball character is theposition coordinate data of the catcher character.

Note that, for example, the position coordinate data of the pitchercharacter, or the coordinate data of the release position of the ballcharacter that indicates the position at which the pitcher characterreleases the ball character, can be employed in the coordinate data ofthe dispatch position of the ball character. In addition, for example,the position coordinate data of the catcher character, or the coordinatedata of the mitt position of the catcher character that indicates thetarget position at which the catcher character will catch the ballcharacter, will be employed in the coordinate data of the arrivalposition of the ball character. Here, the position coordinate data ofthe pitcher character and the position coordinate data of the catchercharacter is stored in the ROM 18. In addition, when the releaseposition of the ball character and the mitt position of the catchercharacter are set by means of the input unit 4 or the command means, thecommand signals from the input unit 11 or the command means will beidentified by the CPU 11. Then, the coordinate data of the releaseposition of the ball character and the coordinate data of the mittposition of the catcher character will be calculated by the CPU 11 andstored in the RAM 13. The command means includes, for example, a touchpen, a finger, or the like.

The pass position setting means 51 is implemented by a function thatsets the expected pass position of the ball character in the hittingplane. With the pass position setting means 51, the coordinate data ofthe expected pass position of the ball character will be calculated bythe CPU 11 based upon the coordinate data of the dispatch position ofthe ball character and the coordinate data of the arrival position ofthe ball character, and associated with the hitting plane 40. Thecoordinate data of the expected pass position will be stored in the RAM13. Note that the expected path position will move in the hitting planein response to changes in the trajectory of the ball character(described below). In other words, the coordinate data of the expectedpath position in the hitting plane will be recalculated by the CPU 11 inresponse to changes in the trajectory of the ball character, and storedin the RAM 13.

The first trajectory setting means 52 is implemented by a function thatsets the trajectory of the ball character that will pass through thehitting plane to a predetermined trajectory. With the first trajectorysetting means 52, the trajectory of the ball character that will passthrough the hitting plane will be calculated by the CPU 11 based uponthe coordinate data of the dispatch position of the ball character, thecoordinate data of the arrival position of the ball character, andcharacteristic data of the ball character, e.g., ball type data of theball character. Here, the trajectory calculated by the CPU 11 willbecome the predetermined trajectory. Note that the characteristic dataof the ball character is stored in the ROM 18, and is stored in the RAM13 by the CPU 11. The characteristic data of the ball character storedin the RAM 13 will be entered by means of the input unit 11 or thecommand means and set prior to the pitching character initiating apitching operation. The set characteristic data of the ball character isheld in the RAM 13 by the CPU 11 that identified the command signalsfrom the input unit 11 or the command means.

The contact position identification means 53 is implemented by afunction that identifies the contact position of the command means onthe monitor when the contact means, e.g., a touch pen, a finger, or thelike, is placed in contact with the monitor. With the contact positionidentification means 53, by bringing a touch pen, a finger, or the likeinto direct contact with the touch panel, the coordinate data of thecontact position of the touch pen will be supplied from the touch inputdetection circuit 14 a to the CPU 11, and the contact position of thetouch pen will be identified by the CPU 11.

The contact position movement means 54 is implemented by a function thatmakes the contact position moveable in the hitting plane by means of acommand means such as a touch pen, a finger, or the like. With thecontact position movement means 54, when a touch pen, finger, or thelike is placed in contact with the touch panel and moved, the coordinatedata of the contact position will be continuously supplied from theinput detection circuit 14 a to the CPU 11 in response to the contactmovement of the touch pen. Then, the coordinate data of the contactposition after movement is identified by the CPU 11, and stored in theRAM 13 by the CPU 11.

The final contact position identification means 55 is implemented by afunction that identifies a contact position as the final contactposition, between the point in time at which a contact position isidentified to the point in time at which the ball character has arrivedat the expected pass position. With the final contact positionidentification means 55, from the point in time at which the coordinatedata of a contact position is identified by the CPU 11, to the point intime identified by the CPU 11 when the ball character has arrived at theexpected pass position, the coordinate data of the position at which thecommand means, e.g., a touch pen, a finger, or the like, is in contactis identified by the CPU 11 as the coordinate data of the final contactposition. The final contact position identification means 55 includescontact position movement determination means 55 a, and monitorseparation determination means 55 b.

The contact position movement means 55 a is implemented by a functionthat determines whether or not a contact position has moved. With thecontact position movement determination means 55 a, whether or not thecoordinate data of a contact position has changed will be determined bythe CPU 11. When the CPU 11 has determined that the coordinate data ofthe contact position has changed, the coordinate data of the contactposition after the change will be identified by the CPU 11 as thecoordinate data of a first contact position. Then, the coordinate dataof the first contact position is stored in the RAM 13. In contrast, whenthe CPU 11 has determined that the coordinate data of the contactposition has changed, the coordinate data of the contact positionidentified by the contact position identification means 53 will beidentified by the CPU 11 as the coordinate data of a second contactposition. Then, the coordinate data of the second contact position isstored in the RAM 13.

The monitor separation determination means 55 b is implemented by afunction that will determine whether or not the touch pen is separatedfrom the monitor. With the monitor separation determination means 55 b,whether or not the touch pen is separated from the monitor 3, e.g., thetouch panel, will be determined by the CPU 11 via the touch inputdetection circuit 14 a. When the CPU 11 has determined that the touchpen is separated from the touch panel, the coordinate data of the firstcontact position or the coordinate data of the second contact positionat the point in time that the touch pen separates from the touch panelwill be identified by the CPU 11 as the final contact position andstored in the RAM 13. In contrast, when the CPU 11 has determined thatthe touch pen is not separated from the touch panel, the coordinate dataof the first contact position or the coordinate data of the secondcontact position will be stored in the RAM 13 as the coordinate data ofthe final contact position when the CPU 11 has determined that the ballcharacter has arrived at the expected pass position.

The positional relationship identification means 56 is implemented by afunction that identifies the positional relationship between the passposition of the ball character that passes through the hitting plane andthe final contact position. With the positional relationshipidentification means 56, the positional relationship between thecoordinate data of the pass position of the ball character that passesthrough the hitting plane and the coordinate data of the final contactposition will be identified by the CPU 11. The positional relationshipidentification means 56 includes gap identification means 56 a.

The gap identification means 56 a is implemented by a function thatidentifies whether or not a gap between the pass position of the ballcharacter that passes through the hitting plane and the final contactposition is within a predetermined range. With the gap identificationmeans 56, whether or not a gap between the coordinate data of the passposition of the ball character that passes through the hitting plane andthe coordinate data of the final contact position is within apredetermined range will be identified by the CPU 11.

In the event that the CPU 11 determines that a gap between thecoordinate data of the pass position of the ball character that passesthrough the hitting plane and the coordinate data of the final contactposition is within a predetermined range, the trajectory of the ballcharacter after arrival at the expected pass position will be reset bythe CPU 11 to a trajectory different than the predetermined trajectorywith second trajectory setting means 57 (described below) when the CPU11 recognizes that the ball character has arrived at the expected passposition within a predetermined time period after the CPU 11 hasidentified the coordinate data of the contact position. In addition, theevent that the CPU 11 determines that a gap between the coordinate dataof the pass position of the ball character that passes through thehitting plane and the coordinate data of the final contact position iswithin a predetermined range, the trajectory of the ball character afterarrival at the expected pass position will be maintained by the CPU 11at the predetermined trajectory with second trajectory setting means 57(described below) when the CPU 11 recognizes that the ball character hasarrived at the expected pass position outside a predetermined timeperiod after the CPU 11 has identified the coordinate data of thecontact position.

In contrast, in the event that it is determined that a gap between thecoordinate data of the pass position of the ball character that passesthrough the hitting plane and the coordinate data of the final contactposition is not within a predetermined range, the trajectory of the ballcharacter after arrival at the expected pass position will be maintainedby the CPU 11 at the predetermined trajectory with second trajectorysetting function described below.

The second trajectory setting means 57 is implemented by a function thatwill set the trajectory of the ball character after the ball characterhas arrived at the expected pass position to a predetermined trajectoryor a trajectory that is different than a predetermined trajectory, inresponse to the positional relationship between the pass position of theball character that passes through the hitting plane and the finalcontact position. With the second trajectory setting means 57, thetrajectory of the ball character after the ball character has beenrecognized by the CPU 11 as having arrived at the expected pass positionwill be set to a predetermined trajectory or a trajectory that isdifferent than a predetermined trajectory, in response to the positionalrelationship between the coordinate data of the pass position of theball character that passes through the hitting plane and the coordinatedata of the final contact position.

In addition, the second trajectory setting means 57 is implemented by afunction that will set the trajectory of the ball character after theball character has arrived at the expected pass position to apredetermined trajectory or a trajectory that is different than apredetermined trajectory, in response to the time from the point atwhich the contact position is identified. With the second trajectorysetting means 57, the trajectory of the ball character after the ballcharacter has been recognized by the CPU 11 as having arrived at theexpected pass position will be set to a predetermined trajectory or atrajectory that is different than a predetermined trajectory by the CPU,in response to the time from the point at which the contact position isidentified by the CPU 11. Here, a predetermined time period is set afterthe point at which it is recognized by the CPU 11 that a predeterminedamount of time has passed from when the contact position was identifiedby the CPU 11.

Summary of the Baseball Game

Next, the specific content of the baseball game of the presentembodiment will be explained.

This baseball game primarily comprises a batting system that issuescommands with regard to batting to a batter character, a defense systemthat issues commands with regard to catching and throwing to a fieldercharacter, a pitching system that issues commands with regard topitching to a pitcher character, and a base running system that issuescommands with regard to base running to a base running character. Eachof these systems is implemented by a game program stored in the ROM 18,for example, and is executed in the game unit 1.

A summary of the batting system that plays an essential role in thepresent invention will be explained below.

The batting system serves to make a batting operation possible byissuing commands with a command means, e.g., a touch pen, a finger, orthe like, regarding the swing initiation and the ball contact point of abatter.

In the present baseball game, when a player operates a batter characterthat includes a bat character, as shown in FIG. 4, a pitcher character70, a catcher character 71, a hitting plane 72, a batter character 73,and a ball character 74 will be primarily displayed on the lower touchpanel type monitor.

The pitcher character 70 will be displayed in the approximate centralportion of the screen, the catcher character 71 will be displayed in theupper portion of the screen, and the batter character 73 will bedisplayed in the right side portion of the screen. A strike zone 75 willbe displayed on the hitting plane 72 above home base.

When the pitcher character 70 begins a pitching operation, the expectedpass position of the ball character 74 will be displayed on the monitor.Here, the expected pass position is displayed on the strike zone 75 ofthe hitting plane 72 with an asterisk mark 76. Then, when the ball isdispatched from the pitcher character 70, the ball character will bedisplayed between the pitcher character 70 and the home base character.At this point, the asterisk mark 76 that represents the expected passposition of the ball will move on the hitting plane 72 in response tochanges in the trajectory of the ball.

While referring to the asterisk mark 76 that represents the expectedpass position of the ball, the player will ascertain the course of theball dispatched from the pitcher character 70, and will cause the battercharacter 73 to hit the ball. For example, after the asterisk mark 76 isdisplayed on the monitor, the ball contact point of the batter character73 will be set to the contact position of the touch pen by contactingthe touch pen with the monitor. Here, the ball contact point isdisplayed as a cross mark 77. Then, while referring to the movement ofthe asterisk mark 76, the player will move the touch pen on the monitorwhile in contact therewith. Then, when the ball character 74 has arrivedat the hitting plane 72, if the arrival point of the ball character 74has entered a predetermined range around the ball contact point of thebatter character 73, the ball will be struck by the bat of the battercharacter 73, and the ball character 74 will fly.

However, even if the arrival point of the ball character 74 has entereda predetermined range around the ball contact point of the battercharacter 73, the batter will swing with a timing that is different thanthe ball when the timing at which the touch pen is contacted with themonitor is too quick or when the timing at which the touch pen iscontacted with the monitor is too slow. At this point, the battercharacter 73 will swing and miss, and not strike the ball with the bat.Because of this, in order to cause the batter character 73 to hit theball, the touch pen must be contacted with the monitor at an appropriatetiming such that the arrival point of the ball character 74 will enterthe predetermined range around the bat hitting point of the battercharacter 73.

Here, with regard to the setting of the timing of the bat swing of thebatter and the ball, FIG. 5 will be used to explain the general idea ofthe relationship between the position of the bat swing and time. FIG. 5shows a state in which a bat is swung from point A, through point B andpoint C, and up to point D, when the touch pen is placed in contact withthe monitor. The time at each point is set to 0, t1, t2, and t3. Theposition at the point in time at which the touch pen is placed intocontact with the monitor is A, and the time is 0.

If the ball arrives at the batting plane 72 while the bat is moving frompoint A to point B i.e., from the time (t=0) at which the touch pen isplaced in contact with the monitor to time t1, then the batter willswing and miss. This is because the touch pen was placed in contact withthe monitor too slowly, and thus the batter will swing at the ball tooslowly and miss. In addition, if the ball arrives at the batting plane72 while the bat is moving from point C to point D, i.e., from the timet2 to time t3, then the batter will swing and miss. This is because thetouch pen was placed in contact with the monitor too quickly, and thusthe batter will be in front of the ball and miss. In contrast, if theball arrives at the batting plane 72 while the bat is moving from pointB to point C, i.e., from the time t1 to time t2, then the batter willhit the ball. This is because the touch pen was correctly placed incontact with the monitor, and thus the batter will hit the ball.

Each Process Flow During Execution of the Batting System

The flowchart shown in FIG. 6 will be used to explain the batting systemin the baseball game of the present embodiment.

With this baseball game, when a player operates the batter character 73that includes a bat character, first, the hitting plane 72 that includesthe strike zone 75 will be set in a predetermined position between thedispatch position of the ball character 74 and the arrival position ofthe ball character 74 (S1). In other words, the hitting plane 72 thatincludes the strike zone 75 will be set in a position above home basebetween the position of the pitcher character 70 and the position of thecatcher character 71. Then, the expected pass position that is thetarget for the pitcher on the hitting plane 72 will be set (S2).Furthermore, the trajectory of a ball that will pass through theexpected pass position will be set to a predetermined trajectory (S3),and the ball character 74 will be dispatched from the pitcher character70 toward the expected pass position of the hitting plane 72 (S4).

Next, if the player places the command means, e.g., a touch pen, afinger, or the like, in contact with the monitor prior to the point intime at which the ball character 74 dispatched from the pitchercharacter 70 arrives at the expected pass position of the hitting plane72, the contact position of the touch pen on the monitor will beidentified (S5). This corresponds to identifying the initiation of a batswing by a batter in a baseball game.

Next, it will be determined whether or not the contact position on themonitor has moved (S6). If it is determined that the contact position onthe monitor has moved (S6 is yes), then the contact position after themovement will be identified as the first contact position (S7). Thiscorresponds to the ball contact point of the batter being changed to afirst contact position in a baseball game. In contrast, if it isdetermined that the contact position on the monitor has not moved (S6 isno), then the contact position at which the touch pen was first placedon the monitor will be identified as the second contact position (S8).This corresponds to the ball contact point of the batter not beingchanged in a baseball game.

Next, it will be determined whether or not the touch pen has beenseparated from the monitor (S9). If it is determined that the touch penhas been separated from the monitor (S9 is yes), then the first contactposition or the second contact position will be identified as the finalcontact position at the point in time (the first point in time) at whichthe touch pen was separated from the monitor (S10). If it is determinedthat the touch pen has not been separated from the monitor (S9 is no),then the first contact position or the second contact position will beidentified as the final contact position at the point in time (thesecond point in time) at which the ball character 74 arrives at theexpected pass position of the hitting plane 72 (S11). These correspondto the ball contact point of the batter being finally determined in abaseball game.

Next, it will be determined whether or not a gap between the passposition of the ball character 74 that will pass through the hittingplane 72 and the final contact position of the touch pen is within apredetermined range (S12). Here, it will be determined whether or notthe ball will be struck by the bat in a baseball game. If it isdetermined that the gap between the pass position of the ball character74 that will pass through the hitting plane 72 and the final contactposition of the touch pen is within a predetermined range (S12 is yes),it will be determined whether or not the ball character 74 has arrivedat the expected pass position within a predetermined time period afterthe contact position was identified (S13). Here, even if the position atwhich the ball contact point will strike the ball is set in a baseballgame, it will be determined whether or not the batter can hit the ballby determining whether or not the bat was swung by the batter at acorrect timing.

If it is determined that the ball character 74 has arrived at theexpected pass position within a predetermined time period after thecontact position was identified (S13 is yes), then the trajectory of theball character 74 after it arrived at the expected pass position will beset to a trajectory that is different from the predetermined trajectory(S14) at the point in time (the second point in time) that the ballcharacter 74 arrived at the expected pass position, and the setting ofthe trajectory of the ball character 74 will be completed (S16). Thiscorresponds to a state in a baseball game in which a batter can swing abat at the correct timing and hit the ball, and in which the ball fliesin a direction that is different than the direction of the catchercharacter 71. Here, the state in which a ball flies in a directiondifferent than the direction of the catcher character 71 indicates astate in which the ball flies into the infield, the outfield, or thelike. For example, in the event of a hit, the ball will fly between thefielders in the infield, and without being caught by a fielder in theinfield. In the event of an out, the ball will fly into the infield oroutfield, and will be caught by a fielder in the infield or theoutfield.

If it is determined that the ball character 74 has not arrived at theexpected pass position within a predetermined time period after thecontact position was identified, i.e., when the ball character 74 hasarrived at the expected pass position outside the predetermined timeperiod after the contact position was identified (S13 is no), then thetrajectory of the ball character 74 after it has arrived at the expectedpass position will be maintained at the predetermined trajectory (S15),and the setting of the trajectory of the ball character 74 will becompleted (S16). This corresponds to a state in a baseball game in whicha batter does not swing a bat at the correct timing and cannot hit theball (swing and miss), and in which the ball character 74 flies in thedirection of the catcher character 71. Here, the state in which the ballcharacter 74 flies in the direction of the catcher character 71indicates a state in which the batter swings and misses, and the ball iscaught by the catcher.

In contrast, if it is determined that the gap between the pass positionof the ball character 74 that will pass through the hitting plane 72 andthe final contact position of the touch pen is not within apredetermined range (S12 is no), the trajectory of the ball character 74after it has arrived at the expected pass position will be set to thepredetermined trajectory (S15), and the setting of the trajectory of theball character 74 will be completed (S16). This corresponds to a statein a baseball game in which the ball character 74 cannot be hit by thebatter (swing and miss), regardless of the timing at with the batterswings the bat, and flies in the direction of the catcher 71, becausethe ball contact point was set to a position in which the ball cannot bestruck. Here, the state in which the ball character 74 flies in thedirection of the catcher character 71 indicates a state in which thebatter swings and misses, and the ball is caught by the catcher.

In a baseball game that is processed in this way, the time lag from whenthe batter begins to swing the bat until the ball is hit is achieved bymeans of the time period between the point in time at which the contactposition of the touch pen is identified to the point in time at whichthe final contact position of the touch pen is identified. In addition,in this baseball game, the range in which a ball can be struck with thebat is achieved by means of the predetermined time period that occursafter a predetermined amount of time from the point at which the contactposition of the touch pen was identified expires.

Other Embodiments

(a) With the aforementioned embodiment, an example was illustrated inwhich the portable game unit 1 was used as an example of a computer thatcan utilize the game program, however the game device is not limited tothe aforementioned embodiment, and can also utilize in the same way agame device formed separately from a monitor, a game device forcommercial use that is formed integrally with a monitor, and a personalcomputer, a workstation, or the like that functions as a game device byexecuting a game program.

(b) The present invention also includes a program and method forexecuting the game described above, and a computer readable storagemedium on which the program is stored. Other than the cartridge,examples of recording media include computer readable flexible disks,semiconductor memory, CD-ROM, DVD, MO, ROM cassettes, and the like.

INDUSTRIAL APPLIABILITY

With the present invention, the contact position of a command means on amonitor will be identified when a player places the command means incontact with the monitor. Then, the contact position that is movable bythe command means in the expected pass display area will be identifiedas the final contact position, during the time period from when thecontact position was identified to when the moving object arrived at theexpected pass position. Then, the positional relationship between thepass position of the moving object that will pass through the expectedpass display area and the final contact position will be identified. Inthis way, a player can easily set the contact position and the finalcontact position with the command means. In addition, the loss ofpleasure a player feels when operating a character can be preventedbecause a player can set the contact position and the final contactposition, during the time period from when the contact position wasidentified to when the moving object arrives at the expected passposition.

1. A game program for causing functions to be implemented in a computerthat can implement a game in which a moving object is displayed on atouch panel type of monitor, the game program comprising: a pass areasetting function that sets an expected pass display area of a movingobject in a predetermined position between a dispatch position of themoving object and an arrival position of the moving object, a passposition setting function that sets an expected pass position of themoving object in the expected pass display area, a first trajectorysetting function that sets the trajectory of the moving object thatpasses through the expected pass display area to a predeterminedtrajectory, a contact position identification function that identifies acontact position of contact means on a monitor when the contact means isplaced in contact with the monitor, a contact position movement functionthat will make the contact position moveable in the expected passdisplay area by means of the command means, a final contact positionidentification function that identifies the contact position as a finalcontact position between a point in time in which the contact positionwas identified to a point in time at which the moving object arrived atthe expected pass position, a positional relationship identificationfunction that identifies the positional relationship between a passposition of the moving object that will pass through the expected passdisplay area and the final contact position, and a second trajectorysetting function that sets the trajectory of the moving object after themoving object has arrived at the expected pass position to apredetermined trajectory or a trajectory that differs from thepredetermined trajectory.
 2. The game program according to claim 1,wherein the final contact position identification function comprises: acontact position movement determination function that will determinewhether or not the contact position has moved, and a monitor separationdetermination function that will determine whether or not the commandmeans has been separated from the monitor, wherein if it has beendetermined that the contact movement has moved with the contact movementdetermination function, the contact position after movement will beidentified as a first contact position, and if it is determined that thecontact position has not moved, the contact position identified by thecontact position identification function will be identified as a secondcontact position, if it is determined that the command means has beenseparated from the monitor with the monitor separation determinationfunction, the first contact position or the second contact position willbe identified as the final contact position at the point in time atwhich the command means is separated from the monitor, and if it isdetermined that the command means has not been separated from themonitor with the monitor separation determination function, the firstcontact position or the second contact position will be identified asthe final contact position when the moving object has arrived at theexpected pass position.
 3. The game program according to claim 1,wherein the positional relationship identification function includes agap identification function that will determine whether or not a gapbetween the pass position of the moving object that passes through theexpected pass display area, and the final contact position, is within apredetermined range, if it is determined with the gap identificationfunction that a gap between the pass position of the moving object thatpasses through the expected pass display area and the final contactposition is within a predetermined range, the trajectory of the movingobject after the moving object has arrived at the expected pass positionwill be set to a trajectory that differs from the predeterminedtrajectory with the second trajectory setting function, and if it isdetermined with the gap identification function that a gap between thepass position of the moving object that passes through the expected passdisplay area and the final contact position is not within apredetermined range, the trajectory of the moving object after themoving object has arrived at the expected pass position will be set tothe predetermined trajectory with the second trajectory settingfunction.
 4. The game program according to claim 1, wherein thepositional relationship identification function includes a gapidentification function that will determine whether or not a gap betweenthe pass position of the moving object that passes through the expectedpass display area, and the final contact position, is within apredetermined range, and the second trajectory setting function furtherincludes a function that will set the trajectory of the ball characterafter the ball character has arrived at the expected pass position to apredetermined trajectory or a trajectory that is different than apredetermined trajectory, in response to the amount of time from thepoint in time at which the contact position is identified, wherein if itis determined with the gap identification function that a gap betweenthe pass position of the moving object that passes through the expectedpass display area and the final contact position is within apredetermined range, the trajectory of the moving object after themoving object has arrived at the expected pass position will be set to atrajectory that differs from the predetermined trajectory with thesecond trajectory setting function when the moving object has arrived atthe expected pass position within a predetermined time period after thecontact position was identified, and when the moving object has arrivedat the expected pass position outside the predetermined time periodafter the contact position has been identified, the trajectory of themoving object after the moving object has arrived at the expected passposition will be set to the predetermined trajectory with the secondtrajectory setting function, and if it is determined with the gapidentification function that a gap between the pass position of themoving object that passes through the expected pass display area and thefinal contact position is not within a predetermined range, thetrajectory of the moving object after the moving object has arrived atthe expected pass position will be set to the predetermined trajectorywith the second trajectory setting function.
 5. The game programaccording to claim 4, wherein the predetermined time period is set to befrom the point in time at which the contact position is identified toafter the point in time at which a predetermined amount of time haselapsed.
 6. The game program according to claim 4, wherein thepredetermined time period is set to be after the point in time at whichthe contact position is identified.
 7. A game device capable ofimplementing a game in which a moving object is displayed on a touchpanel type of monitor, the game device comprising: a pass area settingmeans that sets an expected pass display area of a moving object in apredetermined position between a dispatch position of the moving objectand an arrival position of the moving object, a pass position settingmeans that sets an expected pass position of the moving object in theexpected pass display area, a first trajectory setting means that setsthe trajectory of the moving object that passes through the expectedpass display area to a predetermined trajectory, a contact positionidentification means that identifies a contact position of contact meanson a monitor when the contact means is placed in contact with themonitor, a contact position movement means that will make the contactposition moveable in the expected pass display area by means of thecommand means, a final contact position identification means thatidentifies the contact position as a final contact position between apoint in time in which the contact position was identified to a point intime at which the moving object arrived at the expected pass position, apositional relationship identification means that identifies thepositional relationship between a pass position of the moving objectthat will pass through the expected pass display area and the finalcontact position, and a second trajectory setting means that sets thetrajectory of the moving object after the moving object has arrived atthe expected pass position to a predetermined trajectory or a trajectorythat differs from the predetermined trajectory,
 8. A game method capableof implementing a game in which a moving object is displayed on a touchpanel type of monitor, the game method comprising: a pass area settingstep that sets an expected pass display area of a moving object in apredetermined position between a dispatch position of the moving objectand an arrival position of the moving object, a pass position settingstep that sets an expected pass position of the moving object in theexpected pass display area, a first trajectory setting step that setsthe trajectory of the moving object that passes through the expectedpass display area to a predetermined trajectory, a contact positionidentification step that identifies a contact position of contact meanson a monitor when the contact means is placed in contact with themonitor, a contact position movement step that will make the contactposition moveable in the expected pass display area by means of thecommand means, a final contact position identification step thatidentifies the contact position as a final contact position between apoint in time in which the contact position was identified to a point intime at which the moving object arrived at the expected pass position, apositional relationship identification step that identifies thepositional relationship between a pass position of the moving objectthat will pass through the expected pass display area and the finalcontact position, and a second trajectory setting step that sets thetrajectory of the moving object after the moving object has arrived atthe expected pass position to a predetermined trajectory or a trajectorythat differs from the predetermined trajectory,